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rush/phase door/etc to trigger traps
Posted: Thu Oct 13, 2011 9:19 am
by marchewka
Would it please be possible to make non-straight-movement types of travel DO trigger traps? Right now there's a lot of different ways of movement that simply do not trigger them. This works both in favour and against player, depending on circumastances. Fixing it right will mean that it's slightly less save to use prob-travel, phase door (if you land on a trap you will trigger it), but on the other hand rogues will be able to set traps against rushing/shadowstepping enemies.
Re: rush/phase door/etc to trigger traps
Posted: Sat Oct 15, 2011 4:47 pm
by Aquillion
marchewka wrote:Would it please be possible to make non-straight-movement types of travel DO trigger traps? Right now there's a lot of different ways of movement that simply do not trigger them. This works both in favour and against player, depending on circumastances. Fixing it right will mean that it's slightly less save to use prob-travel, phase door (if you land on a trap you will trigger it), but on the other hand rogues will be able to set traps against rushing/shadowstepping enemies.
Honestly, the game's entire trap system needs to be overhauled anyway. Right now most non-summoning traps are just annoyances (excluding the rogue ones, but those are a special case.)
Re: rush/phase door/etc to trigger traps
Posted: Thu Oct 20, 2011 11:08 pm
by Atarlost
I think traps should probably be removed (except the rogue ones) They can't be dangerous without requiring everyone to invest in the cunning/survival tree, which is based on what is for most classes a dump stat. For the hybrids other than mindslayer it's the only dump stat. If they're not truly threatening they have no reason to exist. This isn't a party game where they exist to force every party to include a thief. Even pen and paper games are deemphasizing traps these days.
Re: rush/phase door/etc to trigger traps
Posted: Sun Oct 23, 2011 7:03 pm
by Aquillion
Well, I partially agree... but they do make the dungeon more interesting.
I think that 'encounter traps' are all right. Alarm / summoning traps work well, say, and introduce new challenges. They also only go off once, which is a good thing -- part of what makes poison vines so horribly annoying is that they're always there getting in your way without really serving as a threat.
ToME seems to lack teleport traps, which are another common one in other games. I'm not sure why; they're another fairly interesting type (granted, the current trap-disarming system doesn't allow you to step into a trap deliberately, which is something you might want to do with a teleport trap.)
Traps should be less arbitrary punishment for lacking trap removal, and more interesting dungeon features that the player can exploit or specific interesting encounters that pose new challenges for all sorts of characters to deal with in their own way. (eg. currently alarm traps force you to deal with being suddenly surrounded, which all character types have their own takes on.)
A deadfall trap that causes an adjacent corridor to collapse might also be interesting, although the level would have to be designed in a way that ensures that it won't cut the player off completely.